Bad news first. After some setbacks, I simply can't find the willpower to continue on with the Medieval: Infernus resource pack at the present time. I've been working on the Medieval line of resources for about 3 years straight now, with about a dozen full resource pack released in that time and a pack of freebies, since MV was released. I feel that the Medieval line of resources was a substantial upgrade in terms of quality (and quantity, not to mention price value) over the High Fantasy resource packs that I first produced for VX/Ace several years prior to that.
I am very proud of the work I accomplished, and am proud of making a system work (relatively anyway) that allowed for game-makers to create their own characters, complete with complex animations that went far above what RPG Maker allows by default. I am also proud of the design choices for the decals that allowed for very natural-looking landscapes and maps, even if it meant more people needed to adopt a parallax-mapping approach (don't blame me, blame the arbitrarily strict editor!)
Although I greatly streamlined much of my workflow process when I made the switch from High Fantasy (and Wild Steam, and Sci-Fi, and Mythos...) to Medieval, a great deal of the work was still very much manual, particularly in regards to the character creator pieces. Every single clothing item that can be equipped to a template to build a character was made using a Hollywood-style "green screen" effect for the character as a stand-in, which required manual editing to remove. For the most part this wasn't a big issue, since GIMP and Photoshop both allow you to select an area based on a color. The time-consuming part is that there were always bits of green that bled over into the very edges of the clothing that would always require manual editing to remove. Needless to say, it is a time-consuming process.
I've developed some methods of speeding it up, and have done tons of research and experimenting to try and make the process less painful. But after three years of it, I am finding it a bit too mind-numbing to continue on with that particular method of resource-creation. Combined with the character creator software's developer disappearing awhile back with some outstanding bug issues with the software, it all has left me rather drained.
So I am going to stop making character pieces. For now, anyway. This means that Medieval: Infernus is going to be put on hold.
So...
What is the good news, you might ask?
I am definitely not retiring from making resources. On the contrary, I am going to go forward with another overhaul in terms of resource quality and implementing new methods and skills I've developed over the past few years to further refine the workflow of my resource creation. My goal from the beginning was to always move towards making the process as automated as possible in order to save time and my sanity. Some things will always require a personal, human touch, but I wanted to reduce the "grind" aspect to nothing if possible. I definitely developed some new work-flow operations that make my life a LOT easier, I just haven't discovered anything yet to make the whole "green screen" work load any lighter and I don't think I will.
With Medieval: Infernus on the shelf, I wanted to start something new using the new methods I developed recently. I am quite pleased with the results so far, and it is leading to...
Mythos: Reawakening
What you see below is all preliminary work and subject to change. Tile-wise, shadows are now created as part of the tile instead of something I draw in afterwards. Same with all characters. This creates a consistent level of shadows for both tiles and character sprites, all with a consistent light source. Further, all characters and tiles are created with said consistent light source, so the characters should feel more a "part of" the world, though I am still going to make all character sprites have a higher contrast overall than the background tiles so that they stand out a bit more. My approach to walls is going to be a lot better than what I had been doing in the Medieval resource packs.
I not only want them to LOOK better, I want them to be easy to use, including the 45 degree angle walls.

(Above: Strange occurrences bring the Detective into town to investigate... Mythos already features a great many outdoor buildings, vehicles, and other environmental tiles.)
I've implemented a whole new animation system that allows me to mix all sorts of various animations together to create a full library of animations for a character. That library isn't huge at the moment, as I only created the basics for what I need so far and cannibalized some of the animations I have developed over time for the Medieval resource packs.
What does this mean exactly in terms of what you will be getting?
Your characters will all have over 500 frames of animation. All characters will have some basics in common such as walking animations, running, interacting (a sort of generic "fiddling" motion that can universally be used to open chests, pick up items, etc), resting, idling, etc. I ensured that every character will have one or two unique behavioral animations as well (cleaning a mug for a bartender for example, sweeping, kneeling, crouching, etc). The biggest expansion comes from the combat animations. The Medieval resource packs all had side-view animations. The new animations not only have the side-view combat animations, but these animations are now in all 8 directions, which gives you much greater freedom in how you set up your combat system, and even allows you to make ABS games or tactical combat games.

(Above: Bizarre creatures [or people?] chase our heroine through the halls of an abandoned asylum. Almost all character animations now come in all 8 directions, even all of the combat ones. There are currently many hundreds of interior objects ready for the new Mythos resource pack.)
In addition to the character sprites, I am going to continue to make paperdolls, busts, and faces for all characters. I created a more better lighting system so all characters should be consistent now. Further, this new lighting system I think improves the quality of the look of these resources by adding more dimensional depth. Since these characters do not need to all conform to the same cutout shape that was required for the character creator pieces of the Medieval resources, I can make much more dynamic expressions and poses for you to utilize.
Each character will have 8 poses/expressions as usual, but unlike the Medieval resource packs, these can and mostly will be unique to the character. I will re-use some of the poses/expressions to save time with some characters, especially generic ones like shopkeepers and such, but overall there will be a HUGE boost in variety.

(Above: Two of the paperdolls for the characters and the battler for the monster. Characters will have much more dynamic and interesting poses and expressions for their paperdolls, busts, and facesets).
Specifics about the Mythos: Reawakening resource pack:
I am aiming for a minimum of two dozen characters (complete with all of the resources listed above) but would love to shoot higher, maybe three or four dozen. Right now I have just the two that you see in the pictures above, as I am still in the process of hammering out the new workflow and I want to develop more animation snippets for a broader range of characters.
Right now each character utilizes one weapon (pistol for the detective above, thompson SMG for the lady), but I will see about making extra animations with additional weapons to give more variety. It shouldn't be overly difficult to do so.
At the moment there are just shy of 2,000 environment objects, including walls, floors, vehicles, complete buildings, rubble, books, furniture, animated pieces like ceiling fans, doors, a creepy rocking chair, and tons more. That isn't to say that is 2,000 unique individual items, as many items have multiple facings, some having up to 8. There is enough variety presently to create cities, smaller towns, farm areas, asylums (because no horror game is complete without one of those), hospitals, shops, house interiors, offices, and more. There is not a lot in the way of trees at the moment, nor is there water yet. I will most likely add more of these, though any of the trees or water items from the Medieval resource packs would also work if this pack is lacking in those departments.
The overall vibe of the pack should be something like Silent Hill and H.P. Lovecraft. I want to give a bit of a broader range than just Lovecraftian horrors by including some other sorts of creepy monsters that still fit within the genre of the pack. The general era of the environmental tiles and characters is between the 1930's and 1950's.
I do not have a set number of monsters at the moment, and right now I only have the one monster completed shown in the images above. There will be some Eldritch god horrors like Cthulu and Nyarlathotep, as well as lesser creatures like the Mi-Go and Nightgaunts, and who knows what else. I hope for a minimum of 12 or 16 monsters, preferably more, like 24.
Overall, this pack will be a large one. Not sure just how big it will be in the end, but it will be a full and comprehensive pack that will allow you to make a full horror game.
With the changes in the lighting system and methods of developing the resources, the characters will not fully match the characters from the Medieval resource packs, but can still be used together and share the same size. The tiles from the Medieval resource packs can also be used easily with these new tiles (especially the decals!)
I aim to also create a completely revamped read-me with more in-depth instructions, but better yet, I want to include a short example game that gives example maps, character set-ups, and so forth.
What about Medieval: Infernus?
Right now, Medieval: Infernus is on hold. I don't want those resource to be held indefinitely, though, so I have a couple of options in the future. The first option is to force myself through the mind-numbing process of finishing the character creator pieces, which will take a long time and is not something I am looking forward to.
The second option is to cannibalize the resources and incorporate them into Mythos Reawakening. Pretty much all of the monsters will fit in just fine in their new setting, and the vast majority of the tiles (save for a handful of the purely fantasy fare) will also work well. The only resources that would go to waste are the unfinished character creator pieces. All other finished pieces that don't get folded into Mythos Reawakening will be released for free.
I am not sure which option I will ultimately go with. Right now I would lean towards the second option, but that is because I am burned out at the moment with the older process. So, I will give it some time and revisit the resources in a month or so and see if I regain my gumption to stubbornly forge ahead or just salvage what can be salvaged and scuttle the rest.
How can you help?
What I would love are some suggestions for are types of characters you would like to see in the Mythos Reawakening resource pack. This could be archetypes of characters like "the detective", "the fortune-teller", "the soldier", or "the disturbed child" or whatever else you can think of; or it could be something more specific that you personally would want to use in your game, like "a female character that wears a brown skirt, has red hair, and uses a machine gun."
Suggestions for creatures that would fit into this atmosphere would also be great!
There are no guarantees I will be able to make/fit the suggestion into the pack, but it never hurts to suggest it!
Also, any suggestions for things to cover in an example game or the revised read-me would also be hugely helpful. Let me know what sorts of examples you would like to see!
Just no suggestions of killer clowns or scary circus stuff... I already got plans for that :)